disallow input while deku spin before hover
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@@ -15,6 +15,13 @@
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!LinkGraphics = $BC
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!LinkGraphics = $BC
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!ZoraDiving = $0AAB
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!ZoraDiving = $0AAB
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; If set, deku is hovering and can drop bombs
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DekuFloating = $70
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; If set, on deku platform and can hover
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; Unset, will shoot deku bubble instead
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DekuHover = $71
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; =========================================================
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; =========================================================
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AddTransformationCloud = $09912C
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AddTransformationCloud = $09912C
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@@ -129,15 +129,17 @@ LinkState_UsingQuake:
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LDA.b #$01 : STA.w $0324
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA LinkZ
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LDA.b #$12 : STA LinkZ
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LDA.b #$FF : STA FallTimer
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LDA.b #$FF : STA FallTimer
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LDA.b #$01 : STA $70
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LDA.b #$01 : STA DekuFloating
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; -------------------------------------------------
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; -------------------------------------------------
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.exit
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.exit
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RTS
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RTS
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.special
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.special
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DEC $5C
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LDA.b DekuFloating : BEQ +
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JSL DekuLink_HoverBasedOnInput
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DEC $5C
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JSL DekuLink_HoverBasedOnInput
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+
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RTS
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RTS
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}
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}
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@@ -330,7 +330,7 @@ Link_TransformMask:
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DekuLink_SpinOrRecoil:
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DekuLink_SpinOrRecoil:
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{
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{
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TAY
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TAY
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LDA $70 : BEQ .spin
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LDA DekuFloating : BEQ .spin
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TYA
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TYA
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LDY.b #$05 ; Recoil
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LDY.b #$05 ; Recoil
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JML $0DA435 ; JML $0DA40B
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JML $0DA435 ; JML $0DA40B
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@@ -362,7 +362,7 @@ PrepareQuakeSpell:
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LDA.b #$28 : STA.w $0362 : STA.w $0363
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LDA.b #$28 : STA.w $0362 : STA.w $0363
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STZ.w $0364 ; Clear Z-coordinate for the jump
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STZ.w $0364 ; Clear Z-coordinate for the jump
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STZ $70 ; Clear bomb drop check flag
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STZ.w DekuFloating ; Clear the hover flag
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RTL
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RTL
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}
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}
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@@ -466,7 +466,7 @@ DekuLink_HoverBasedOnInput:
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LDA $5C : BEQ .auto_cancel
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LDA $5C : BEQ .auto_cancel
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LDA $70 : BEQ .no_bomb_drop
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LDA DekuFloating : BEQ .no_bomb_drop
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LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
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LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
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LDY.b #$01 : LDA.b #$07 ; ANCILLA 07
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LDY.b #$01 : LDA.b #$07 ; ANCILLA 07
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JSL $09811F ; AncillaAdd_Bomb
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JSL $09811F ; AncillaAdd_Bomb
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